/Engine/Source/Runtime/RenderCore/Public/RenderGraphUtils.h
Constant stride used when wrapping too large 1D dispatches using GetGroupCountWrapped, selected as 128 appears to be the lowest common denominator for mobile (GLES 3.1). For PC (with ~64k groups / dimension) this yields ~8M groups (500M threads @ group size 64) before even wrapping into Z. NOTE: this value must match WRAPPED_GROUP_STRIDE in ComputeShaderUtils.ush
namespace FComputeShaderUtils { static constexpr int32 FComputeShaderUtils::WrappedGroupStride = 128; }